JoJo's Bizarre Adventure: All-Star Battle R/Esoterics: Difference between revisions
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====Blockstring + Unblockable==== | ====Blockstring + Unblockable==== | ||
One of the easiest examples is an Unblockable during a Blockstring. If an Unblockable hit occurs while your opponent is stuck in Blockstun, it'll be completely unavoidable. Here's some examples of setting it up: | One of the easiest examples is an Unblockable during a Blockstring. If an Unblockable hit occurs while your opponent is stuck in Blockstun, it'll be completely unavoidable. Here's some examples of setting it up: | ||
*'''Blockstring + Unblockable Assist''', examples for Assist are Diavolo and Vanilla Ice. This works with any character. | *'''Blockstring + Unblockable Assist''', examples for Assist are [[JoJo's Bizarre Adventure: All-Star Battle R/Diavolo#Assist|Diavolo]] and [[JoJo's Bizarre Adventure: All-Star Battle R/Vanilla Ice#Assist|Vanilla Ice]]. This works with any character. | ||
*'''Blockstring Assist + Unblockable''', if your character has access to an Unblockable attack, they can use an Assist to put a character into Blockstun and time their Unblockable to hit during it. | *'''Blockstring Assist + Unblockable''', if your character has access to an Unblockable attack, they can use an Assist to put a character into Blockstun and time their Unblockable to hit during it. Good Assists for this are [[JoJo's Bizarre Adventure: All-Star Battle R/Joseph Joestar|Young Joseph]] or [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 3)#Assist|Jotaro 3]]. | ||
*'''Unblockable Stand Rush + Blockstring''', example of this is [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 3)|Jotaro | *'''Unblockable Stand Rush + Blockstring''', example of this is [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 3)|Jotaro 3]] s.5H>[[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 3)#Stand 623X|s.623L]]>S>[[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 3)#3H|3H]], note that there is a gap between s.5H and 3H which can be used to avoid this setup, but if 3H gets blocked the hit from s.623L will be unavoidable. | ||
====Hit + Command Throw==== | ====Hit + Command Throw==== |
Revision as of 10:46, 24 July 2023
Offense
Stand Rush
Quick Stand On
Quick Mount
Flash Cancel
Taunt
Taunt Combos
Assault Assist
Prebuffering
Complete Unblockables
This game has some situations that set up Complete Unblockables, here I will mention some of them that have no real counterplay to avoiding damage once they're set up.
Blockstring + Unblockable
One of the easiest examples is an Unblockable during a Blockstring. If an Unblockable hit occurs while your opponent is stuck in Blockstun, it'll be completely unavoidable. Here's some examples of setting it up:
- Blockstring + Unblockable Assist, examples for Assist are Diavolo and Vanilla Ice. This works with any character.
- Blockstring Assist + Unblockable, if your character has access to an Unblockable attack, they can use an Assist to put a character into Blockstun and time their Unblockable to hit during it. Good Assists for this are Young Joseph or Jotaro 3.
- Unblockable Stand Rush + Blockstring, example of this is Jotaro 3 s.5H>s.623L>S>3H, note that there is a gap between s.5H and 3H which can be used to avoid this setup, but if 3H gets blocked the hit from s.623L will be unavoidable.
Hit + Command Throw
A more uncommon example is timing a Command Throw the same frame a Hit would occur. If these two occur on the same frame, it will create an unblockable situation where one of the two will hit depending on the defensive input. It will become a hit if anything is done to avoid the Command Throw, like jump, otherwise it'll register as the Command Throw. Here's some examples of setting it up:
- Assist + Command Throw, any character with a Command Throw can use an Assist to time both to hit at the same time.
- Projectile + Command Throw, if your character has access to a delayed or active projectile which has enough range as to where it cannot be backdashed and a Command Throw, they can set one up. An easy example is Ghiaccio 2H>236H>214H, this will always result in either a hit or Command Throw. Counterplay to Ghiaccio's setup is jumping to take the hit, as 214H will whiff and its recovery will open it up to be counter attacked. However, you will always take damage in some form against this setup. Another character is Old Joseph with 5H>214L>5S>d.63214M with manual timing.
"3 Freeze" + Command Throw / Unblockable
An increasingly common setup recently is using Koichi Assist's "3 Freeze" effect to set up and unblockable situation. Previously using a Command Throw while "3 Freeze" was in effect was already inescapable, but now Dodge has been locked away with the recent patch Unblockable attacks are unavoidable as well. Here's some examples:
- Koichi Assist + Command Throw, any character with a Command Throw can set this up by applying the Freeze effect prior to using an Command Throw on knockdown for example.
- Koichi Assist + Unblockable, as of Patch 2.0 any character with an Unblockable can set this up by applying the Freeze effect prior to using an Unblockable on knockdown for example.
- Koichi s.623X/HHA/GHA + Unblockable Assist, can be used by Koichi himself to set up an unblockable situation. Setting up the Freeze effect yourself and then calling either Diavolo or Vanilla Ice to hit them with an Unblockable attack.
For more information on "3 Freeze", see Koichi's page.
Defense
Stylish Evade
Stylish Guard
Stylish Guard (SG) can be input with any combination of buttons as long as it contains Template:NotationIcon-JJASBR + Template:NotationIcon-JJASBR + Template:NotationIcon-JJASBR as it has the highest Input Priority in the game. This universal mechanic flashes the character white, strikes a pose, and parries almost any hit with 0 recovery frames. Stylish Guard will trigger on any hit, except for Throw type hits (regular Throws and Command Throws, this excludes Attack Throws of course), Stroheim 22S, and Risotto 22X. During the move, your character will strike a pose different from your idle animation, meaning your hurtbox gets slightly shifted. This can make you easier or harder to hit depending on the character.
Frame Data for Stylish Guard is the same for every character, no exceptions as far as we are currently aware of, here it is:
- Full Duration: 42f
- Startup: 3f
- Active: 13f
- Recovery: 27f
- Recovery after successful SG: 0f
- Full Invincibility after successful SG: 14f
- Max Invincibility after successful SG is canceled early: 4f
Like all moves, SG isn't "frame 1", it either has to use the Snooze Frames of wakeup, or not get hit to survive frame 1.
When you hit your opponent's Stylish Guard, you can still chain into other moves post freeze, it does not count as a whiff. If you buffered your Flash Cancel prior to hitting it, it will Flash Cancel right as it triggers. Only Flash Cancel can do this and Stylish Evade and Stylish Guard are the only counters you can do this to. This will give you 0 recovery post freeze just like your Stylish Guarding opponent. Flash Canceling post freeze will have some recovery and not give you equal footing against the opponent.
Recovery after your successful Stylish Guard is 0f, there's a little 2f reset to idle animation but your opponent's move doesn't continue during this, if you're Player 1, Player 2's Assist Icon will flash up 2 frames earlier than yours, but it cannot be used and your opponent does not have an advantage.
You get 14f of invincibility post freeze if you input nothing, canceling your Stylish Guard recovery with valid options will give you 4f to work with as long as it doesn't go over that 14f limit. For example, if you use a 5f 5L after Stylish Guard, and your opponent is using a move as well, you will be invincible for the startup and trade as the hit happens.
Dodge
Proximity Blocks
Throw Clash/Break
Throw Clashes/Breaks will happen either when two throws clash with each other by both being in startup, or when at least two attack buttons are input within a 6 frame window after the Throw connects. A Throw Clash or Break will make both characters invincible and always result in both characters resetting to neutral with neither side having a frame advantage. If it's a Throw Clash, meaning any Throw input before or on the frame the throw hits, it'll Throw Break 2 frames after the throw hits. If it's a Throw Break input two frames after the Throw hits, it'll break 26 frames after the throw hits.
Throw Break uses Hitstun Snooze Frames, so your only options upon getting hit post invincibility are Block, Stylish Evade, or Jump. Players can abuse this by setting up an Assist (possibly one with an Unblockable hit) prior to the Throw Break to limit their opponents options.
The Flash Cancel bind can be used to Throw in neutral, but it cannot be used to Throw Break. It can only Throw Clash as long as startup has reached frame 3.
Reversal Assist
Fuzzy Guard
White Health
Character Data
Health
Health | Character(s) | Notes |
---|---|---|
1050 | Ermes |
|
1000 | Jonathan, Joseph, Stroheim, Jotaro (Part 3), Avdol, Josuke (Part 4), Jotaro (Part 4), Okuyasu, Rohan, Risotto, Josuke (Part 8) | |
950 | Zeppeli, Speedwagon, Caesar, Wamuu, Old Joseph, Hol Horse, Vanilla Ice, Akira, Kira, Giorno, Bucciarati, Mista, Trish, Prosciutto, Ghiaccio, Jolyne, Foo Fighters, Johnny |
|
930 | Polnareff | |
920 | Diego, AW Diego | |
900 | Lisa Lisa, Kakyoin, Mariah, Koichi, Yukako, Shigechi, Keicho, Kosaku, Fugo, Diavolo, Anasui, Weather, Pucci (WS), Pucci (Final), Gyro, Valentine |
|
850 | Kars, Narancia, Baoh |
|
840 | DIO |
|
800 | Dio Brando, Esidisi, Iggy, Pet Shop |
|
HHA / GHA Damage
Character | HHA | GHA (LVL1) | GHA (LVL2) | GHA (LVL3) | Notes |
---|---|---|---|---|---|
Jonathan | 190 | 340 | 408 | 510 | |
Zeppeli | 200 | 360 | 432 | 540 | |
Speedwagon | 170 | 382 | 458 | 573 | |
Dio Brando | 170 | 330 | 396 | 495 |
|
Joseph | 84 (174/183/183/189) |
320 (356/391/429) |
369 (411/452/495) |
444 (495/543/595) |
|
Caesar | 210 | 320 | 384 | 480 |
|
Lisa Lisa | 160 | 440 | 527 | 660 |
|
Stroheim | 204 | 340 | 408 | 510 |
|
Wamuu | 199 | 318 | 381 | 477 |
|
Esidisi | 170 | 340 | 408 | 510 |
|
Kars | 174 | 0 | 0 | 0 |
|
Jotaro (Part 3) | 100 (203) | 360 | 432 | 540 |
|
Old Joseph | 215 | 340 | 407 | 510 |
|
Avdol | 216 | 340 | 408 | 510 | |
Kakyoin | 168 | 315 | 378 | 473 |
|
Polnareff | 0 | 322 | 386 | 483 |
|
Iggy | 142 | 348 | 417 | 521 |
|
Hol Horse | 73/84 (193/219) | 320 | 384 | 480 |
|
Mariah | 136/204/272 | 304 | 364 | 456 |
|
Pet Shop | 180 | 348 | 417 | 522 |
|
Vanilla Ice | 190 | 340 | 407 | 510 |
|
DIO | 160 (120) | 348 | 417 | 522 |
|
Josuke (Part 4) | 176 (250) | 316 | 379 | 474 |
|
Jotaro (Part 4) | 215 | 325 | 389 | 487 | |
Koichi | 190 | 318 | 381 | 477 |
|
Okuyasu | 158 | 360 | 431 | 540 |
|
Rohan | 172 | 300 | 360 | 450 |
|
Yukako | 180 | 313 | 375 | 469 |
|
Shigechi | 186 | 354 | 424 | 531 |
|
Keicho | 148 | 288 | 345 | 432 |
|
Akira | 168 (206) | 309 (361) | 356 (433) | 463 (541) |
|
Kira | 210 | 342 | 410 | 513 |
|
Kosaku | 220 | 252 | 302 | 378 |
|
Giorno | 170 | 0 | 0 | 0 |
|
Bucciarati | 167 | 330 | 395 | 495 |
|
Mista | 190 | 374 | 448 | 561 |
|
Narancia | 180 | 330 | 395 | 495 |
|
Fugo | 206 | 346 | 414 | 519 |
|
Trish | 160 (170) | 320 | 383 | 480 |
|
Prosciutto | 200 | 369 | 442 | 553 |
|
Ghiaccio | 0 | 360 | 432 | 540 |
|
Risotto | 190 | 360 | 432 | 540 |
|
Diavolo | 0 | 504 | 604 | 756 |
|
Jolyne | 186 | 357 | 428 | 535 | |
Ermes | 200 (250/220/310) |
336 | 403 | 504 |
|
Anasui | 206 | 356 | 427 | 534 |
|
Foo Fighters | 0 | 390 | 468 | 575 |
|
Weather | 0 | 312 | 374 | 468 |
|
Pucci (WS) | 160 | 470 | 564 | 705 |
|
Pucci (Final) | 144 | 5 | 5 | 5 |
|
Johnny | 140/170/200 (168/192/251) |
319 (329) | 382 (394) | 478 (493) |
|
Gyro | 179 (188) | 310 | 372 | 465 |
|
Diego | 0 | 360 | 432 | 540 |
|
AW Diego | 177 | 324 | 388 | 486 |
|
Valentine | 220 | 348 | 417 | 522 |
|
Josuke (Part 8) | 190 | 297 | 356 | 445 | |
Baoh | 192 (168) | 372 | 446 | 558 |
|
Movement Data
Character | Pre-Jump | Jump | Landing | Backdash | Forward Dash Late | Forward Dash Full |
---|---|---|---|---|---|---|
Jonathan | 15 | 26 | ||||
Zeppeli | 6 | 42 | 2 | 15 | 22 | |
Speedwagon | 6 | 36 | 2 | 15 | 22 | |
Dio Brando | 6/6/4 | 34/26/48 | 2 | 15 | 24 | |
Joseph | 15 | 22 | ||||
Caesar | 15 | 22 | ||||
Lisa Lisa | ||||||
Stroheim | ||||||
Wamuu | 6 | 34 | 2 | - | 20 | |
Esidisi | 17 | 24 | ||||
Kars | 6 | 34 | 2 | 15 | 22 | |
Jotaro (Part 3) | ||||||
Old Joseph | ||||||
Avdol | ||||||
Kakyoin | ||||||
Polnareff | ||||||
Iggy | 9 | 24 | ||||
Hol Horse | ||||||
Mariah | ||||||
Pet Shop | ||||||
Vanilla Ice | ||||||
DIO | ||||||
Josuke (Part 4) | ||||||
Jotaro (Part 4) | ||||||
Koichi | ||||||
Okuyasu | ||||||
Rohan | ||||||
Yukako | ||||||
Shigechi | 11 | 22 | ||||
Keicho | ||||||
Akira | ||||||
Kira | ||||||
Kosaku | ||||||
Giorno | ||||||
Bucciarati | ||||||
Mista | ||||||
Narancia | ||||||
Fugo | ||||||
Trish | ||||||
Prosciutto | ||||||
Ghiaccio | 15 | 22 | ||||
Risotto | ||||||
Diavolo | ||||||
Jolyne | ||||||
Ermes | ||||||
Anasui | ||||||
Foo Fighters | ||||||
Weather | 15 | 22 | ||||
Pucci (WS) | ||||||
Pucci (Final) | ||||||
Johnny | - | - | - | - | - | - |
Gyro | ||||||
Diego | ||||||
AW Diego | ||||||
Valentine | ||||||
Josuke (Part 8) | ||||||
Baoh |
Character | Pre-Jump | Jump | Landing | Backdash | Forward Dash |
---|---|---|---|---|---|
Wamuu (Mode 1) | 6 | 32 | 2 | ||
Wamuu (Mode 2) | 6 | 26 | 2 | ||
Wamuu (Mode 3) | 6 | 34 | 2 | ||
Esidisi (Mode 1) | |||||
Esidisi (Mode 2) | |||||
Kars (Mode 1) | 6 | 28 | 2 | ||
Kars (Mode 2) | 6 | 24 | 2 | ||
Kars (Ultimate Life Form) | 6 | 34 | 2 | ||
Jotaro (Part 3) (Stand On) | |||||
Old Joseph (Stand On) | |||||
Avdol (Stand On) | |||||
Kakyoin (Stand On) | |||||
Polnareff (Stand On) | |||||
Iggy (Stand On) | |||||
Vanilla Ice (Stand On) | |||||
DIO (Stand On) | |||||
Josuke (Part 4) (Stand On) | |||||
Jotaro (Part 4) (Stand On) | |||||
Koichi (Stand On) | |||||
Okuyasu (Stand On) | |||||
Rohan (Stand On) | |||||
Akira (Stand On) | |||||
Kira (Stand On) | |||||
Kosaku (Stand On) | |||||
Giorno (Stand On) | |||||
Bucciarati (Stand On) | |||||
Narancia (Stand On) | |||||
Fugo (Stand On) | |||||
Trish (Stand On) | |||||
Prosciutto (Stand On) | |||||
Ghiaccio (Stand On) | |||||
Diavolo (Stand On) | |||||
Jolyne (Stand On) | |||||
Ermes (Stand On) | |||||
Anasui (Stand On) | |||||
Weather (Stand On) | |||||
Pucci (WS) (Stand On) | |||||
Pucci (Final) (Stand On; Whitesnake) | |||||
Pucci (Final) (Stand On; C-MOON) | |||||
Pucci (Final) (Stand On; Made in Heaven) | |||||
Johnny (Mounted) | |||||
Gyro (Mounted) | |||||
Diego (Mounted) | |||||
AW Diego (Mounted) | |||||
Valentine (Stand On) | |||||
Josuke (Part 8) (Stand On) |
Character | Walk Speed (Fwd) | Walk Speed (Back) | Run Speed (Fwd) | Run Speed (Back) | Gravity | Jump Force (Neutral) | Jump Force (Fwd) | Jump Force (Dash) | Dash Jump Distance |
---|---|---|---|---|---|---|---|---|---|
Jonathan | 15 | 11 | 34 | 20 | 4.5 | 43 | 11 | 32 | 18 |
Zeppeli | 15 | 11 | 30 | 18 | 3.3 | 38 | 8.15 | 28 | 13 |
Speedwagon | 15 | 11 | 30 | 18 | 4 | 39 | 10 | 29 | 13 |
Dio Brando | 12 | 11 | 42 | 20 | 4.5 | 43 | 11 | 32 | 18 |
Joseph | 20 | 11 | 34 | 20 | 4.2 | 38 | 8.97 | 31 | 15 |
Caesar | 20 | 11 | 30 | 18 | 3.3 | 38 | 9.78 | 28 | 16 |
Lisa Lisa | 12 | 11 | 34 | 20 | 3.3 | 38 | 8.15 | 28 | 13 |
Stroheim | 12 | 11 | 26 | 16 | 4 | 31 | 8.97 | 31 | 15 |
Wamuu | 15 | 11 | 30 | 25 | 4.5 | 43 | 13.04 | 32 | 21 |
Esidisi | 12 | 11 | 26 | 16 | 4.5 | 43 | 11 | 39 | 18 |
Kars | 20 | 11 | 34 | 20 | 4.5 | 43 | 13.04 | 32 | 21 |
Jotaro (Part 3) | 15 | 11 | 30 | 18 | 4.5 | 43 | 11 | 32 | 18 |
Old Joseph | 12 | 11 | 26 | 16 | 4.5 | 43 | 11 | 32 | 18 |
Avdol | 12 | 11 | 26 | 16 | 4 | 41 | 8.97 | 31 | 15 |
Kakyoin | 12 | 11 | 26 | 16 | 3.3 | 38 | 8.15 | 28 | 13 |
Polnareff | 13 | 8 | 23 | 18 | 4 | 38 | 8.15 | 28 | 14 |
Iggy | 20 | 11 | 34 | 20 | 3.3 | 38 | 9.78 | 28 | 16 |
Hol Horse | 20 | 11 | 30 | 18 | 3.3 | 38 | 8.15 | 28 | 13 |
Mariah | 15 | 11 | 30 | 18 | 4 | 41 | 11 | 31 | 15 |
Pet Shop | 15 | 15 | 30 | 25 | 3.2 | 39 | 12 | 29 | 15 |
Vanilla Ice | 12 | 11 | 26 | 16 | 4.5 | 43 | 11 | 32 | 18 |
DIO | 12 | 11 | 34 | 20 | 4 | 41 | 10.6 | 31 | 18 |
Josuke (Part 4) | 15 | 11 | 30 | 18 | 4.5 | 43 | 11 | 32 | 18 |
Jotaro (Part 4) | 10 | 7 | 30 | 18 | 4.5 | 43 | 13.5 | 32 | 18 |
Koichi | 13 | 8 | 20 | 18 | 4 | 38 | 9.63 | 28 | 17 |
Okuyasu | 12 | 11 | 26 | 16 | 4 | 41 | 8.97 | 31 | 15 |
Rohan | 15 | 11 | 30 | 18 | 3.3 | 38 | 8.15 | 28 | 13 |
Yukako | 12 | 11 | 26 | 16 | 4 | 41 | 11 | 31 | 15 |
Shigechi | 8 | 8 | 23 | 20 | 4 | 41 | 11 | 31 | 15 |
Keicho | 14 | 12 | 24 | 14 | 4.5 | 43 | 11 | 32 | 18 |
Akira | 10 | 8 | 20 | 18 | 4 | 38 | 9.63 | 28 | 17 |
Kira | 15 | 11 | 30 | 18 | 4.5 | 43 | 11 | 32 | 18 |
Kosaku | 10 | 8 | 30 | 18 | 4.5 | 43 | 11 | 32 | 18 |
Giorno[1] | 20 (15) | 11 (16) | 34 (30) | 20 (25) | 4 (3.2) | 41 (39) | 10.6 (8.15) | 31 (29) | 18 (10) |
Bucciarati | 15 | 11 | 30 | 18 | 4 | 41 | 10.6 | 31 | 18 |
Mista | 15 | 11 | 30 | 25 | 3.3 | 38 | 9.78 | 28 | 16 |
Narancia | 20 | 11 | 34 | 20 | 4.5 | 43 | 11 | 32 | 18 |
Fugo | 20 | 11 | 30 | 18 | 4 | 41 | 8.97 | 31 | 15 |
Trish | 15 | 11 | 30 | 18 | 4 | 41 | 13 | 31 | 18 |
Prosciutto | 15 | 11 | 30 | 18 | 4 | 41 | 11 | 31 | 18 |
Ghiaccio | 13 | 7 | 20 | 18 | 4 | 38 | 11.82 | 28 | 17 |
Risotto | 15 | 11 | 30 | 18 | 4.7 | 43 | 11 | 32 | 18 |
Diavolo | 12 | 11 | 30 | 25 | 4.5 | 43 | 11 | 32 | 18 |
Jolyne | 15 | 11 | 34 | 20 | 4.2 | 41 | 10.6 | 31 | 18 |
Ermes | 15 | 11 | 30 | 18 | 4 | 41 | 8.97 | 31 | 15 |
Anasui | 15 | 11 | 34 | 20 | 4.5 | 43 | 11 | 32 | 18 |
Foo Fighters | 15 | 11 | 34 | 20 | 4.5 | 43 | 13.5 | 32 | 18 |
Weather | 15 | 11 | 30 | 18 | 3.3 | 38 | 12 | 28 | 16 |
Pucci (WS) | 12 | 11 | 26 | 16 | 3.3 | 38 | 10 | 28 | 13 |
Pucci (Final) | 12 | 11 | 26 | 16 | 3.3 | 38 | 10 | 28 | 13 |
Johnny | 8 | 7 | 30 | 25 | 3.2 | 35 | 10.19 | 26 | 12 |
Gyro | 13 | 8 | 30 | 18 | 3.3 | 38 | 8.15 | 28 | 13 |
Diego | 15 | 11 | 30 | 20 | 4.5 | 43 | 13.5 | 32 | 18 |
AW Diego | 16 | 12 | 31 | 21 | 5.5 | 44 | 14.5 | 33 | 19 |
Valentine | 12 | 11 | 26 | 16 | 4.5 | 43 | 11 | 32 | 18 |
Josuke (Part 8) | 15 | 11 | 30 | 18 | 4 | 41 | 8.97 | 31 | 15 |
Baoh | 12 | 11 | 45 | 25 | 4 | 41 | 8.97 | 31 | 15 |
- ↑ Data in parentheses corresponds to when Gold Experience Requiem (GER) is active.
Easy Beat Finishers
Character | Finisher (Default) | Finisher (Alternate) | Chains into HHA? | Notes |
---|---|---|---|---|
Jonathan | Overdrive Barrage (22H) |
- | Yes | |
Zeppeli | Zoom Punch (6M) |
- | Yes |
|
Speedwagon | Don't try to bluff, you rich little snot! (236H) |
- | Yes | |
Dio Brando | KUA! > That must be five or six ribs broken! (236H > L) |
- | Yes |
|
Joseph | Clacker Volley > Now who's laughing?! (236H > 6L/M/H) |
- | Yes |
|
Caesar | Bubble Launcher (236L) |
- | Yes | |
Lisa Lisa | Hamon Master! > All I need is this scarf! > You picked a bad time to test me! (236L > L > L) |
- | Yes |
|
Stroheim | This can fire through 30 mm armor plating! (236H) |
- | Yes |
|
Wamuu | Never stand in my shadow! (623L) |
- | Yes |
|
Esidisi | The Burning King (236H) |
- | Yes |
|
Kars | Cruel and beautiful violence! (236L) |
This cannot be! (623L) |
Yes |
|
Jotaro (Part 3) | ORA, ORA! (236L) |
- | Yes |
|
Old Joseph | Hamon Overdrive (236L) |
Hermit Purple! > Solar Energy Hamon! (236M > 6S) |
No |
|
Avdol | Crossfire Hurricane (236H) |
HELL 2 U! (214M) |
Yes |
|
Kakyoin | Emerald Splash (236H) |
- | Yes | |
Polnareff | Start packing for hell! > You miserable cur! (236L > 6H) |
Cuts everywhere else! (623H) |
No |
|
Iggy | DIO Doppelganger (214H) |
The Fool (236H) |
Yes |
|
Hol Horse | You lose, loser! (236H) |
- | Yes | |
Mariah | Sorry, but you'll have to die now. (236L) |
- | Yes | |
Pet Shop | Caw caw! (623H) |
- | Yes | |
Vanilla Ice | How dare you! (623L) |
- | Yes |
|
DIO | Right in front of me!? (236L) |
Useless, useless, useless, useless! (236H) |
Yes |
|
Josuke (Part 4) | Break through, beat you up! (236L) |
DORARARARARARARA! (623L) |
Yes |
|
Jotaro (Part 4) | If I throw this bearing... (236L) |
ORA, ORA! (236L) |
Yes |
|
Koichi | I'll never forgive you! > "Ah, tranquility, seeping into a rocky crag, a cicada's trill" (236L > L/M/H) |
Hit them, ACT 3! (236H) |
Yes |
|
Okuyasu | Chew on this! (214H) |
- | Yes | |
Rohan | - | I'm on the rise! (214H) |
Yes |
|
Yukako | You dumbass! (623L) |
- | Yes | |
Shigechi | Don't underestimate Harvest! (236L) |
Don't come any closer! > I'll protect them! (214L > 6L/M/H) |
Yes |
|
Keicho | All units, charge! (236L) |
Commence attack! (236L) |
Yes |
|
Akira | Spitfire (236M) |
More power than a jet engine. (236H) |
Yes |
|
Kira | Ha! (236L) |
You bastard! (236L) |
Yes |
|
Kosaku | I'll have to fight it out! (236L) |
The First Bomb (236L) |
No |
|
Giorno | Now, it lives. (214L) |
Useless, useless, useless, useless! (236H) |
Yes |
|
Bucciarati | Saw it coming miles away! (421L) |
ARI ARI ARI ARI (236L) |
Yes |
|
Mista | Gonna light you up! (236M) |
- | Yes |
|
Narancia | You're not going anywhere! (236L) |
Shoot, shoot, shoot it up! (214L) |
Yes |
|
Fugo | Hit them! (236L) |
Fugo's Violent Side (236H) |
Yes |
|
Trish | Spice Girl! (236L) |
- | Yes |
|
Prosciutto | Beach Boy! > You can feel shocks through the line! (236L > L/M/H) |
You're soft! (236H) |
No |
|
Ghiaccio | And now you're frozen solid! (236L) |
You thought you could get away from me? (236M) |
No |
|
Risotto | I won't get closer to you. (3H) |
- | Yes |
|
Diavolo | The passage of time resumes! (236H) |
- | No |
|
Jolyne | Sweet dreams, creep! (236L) |
So you're the enemy, huh? (236H) |
Yes |
|
Ermes | USHAAAA! (236H) |
Uryaaaaaaaaaaa! (236H) |
No |
|
Anasui | And...RELEASE! (214L) |
Dive! (236H) |
Yes |
|
Foo Fighters | Hwah! (623L) |
- | No | |
Weather | Don't you dare touch me! I'll kill you! (623H) |
I'm blowing in! (236L) |
No |
|
Pucci (WS) | I order you! (236H) |
Die! (3H) |
Yes |
|
Pucci (Final) | I order you! (236H with Whitesnake and Made in Heaven) Be gone! (214L with C-MOON) |
Die! (3H with Whitesnake) I only need one punch. (236L with C-MOON) Here it comes! (236L with Made in Heaven) |
Yes |
|
Johnny | I'll call them Tusks! (236L) |
Golden Spin Nail Bullets (236L) |
Yes |
|
Gyro | I'm gonna throw it away! (623H) |
Run wild, run free! (623M) |
Yes |
|
Diego | Gouge > Are you ready?! (236L > H) |
USHAAAAAAAA! (236L) |
No |
|
AW Diego | Hmph! (3H) |
Your sentence is death! (623L) |
Yes |
|
Valentine | It's merely self-defense. (236H) |
Well, now you've done it! (236H) |
No |
|
Josuke (Part 8) | So slippery! > Zero Friction (236H > 6L/M/H) |
The hell is your problem?! (236L) |
Yes |
|
Baoh | Baoh Hardened Saber (214H) |
- | Yes |
|
Reversals & Recovery
Reversals
Jumping
Dash
WORK IN PROGRESS
During a dash, recovery may very depending on what button is pressed during the dash. Every character, except for Wamuu and GER Giorno, has an Instant, Late and Full recovery. Instant recovery is the same for every character, while Slow and Full may vary.
Instant
Instant recovery happens at frame 5 of the dash, the following options can be performed from this frame onward:
- Normal (Crouching and Standing)
- Special Moves
- Throw
- Backward/Neutral/Dash Jump
- HHA
- Pillar Men Mode
Late
Late recovery happens at different frames depending on character within a range of 9 to 17 frames. For specific numbers for your character check out the Character Movement Frame Data table.
The following options, including those of Instant recovery, can be performed from these frames onward:
- Command Normal
- Stylish Guard (Cannot be buffered)
- Rotate
- Forward Jump
- Shigechi Style
Full
Full recovery happens at different frames depending on character within a range of 23 to 27 frames. For specific numbers for your character check out the Character Movement Frame Data table.
The following options, including those of Instant and Late recovery, can be performed from these frames onward:
- Stand On/Off, Hamon Breathing
- GHA
- Walk
- (Back)dash
Back Dash
Snooze Frames
Hitstun
Blockstun
Flipout
Hard Knockdown
Soft Knockdown
Input Tricks
Option Selects
Input Priority
While simultaneously inputting multiple options at the same time, this game will prioritize them in a certain order.
Note that when a certain action isn't possible in the situation you're in, it'll go for the next possible one with your inputs. For instance, when inputting 5H and then 236LMH it'll Flash Cancel, as a GHA is not possible on whiff.
The Input Priority order is written in this section for varying situations.
In Neutral/Combo
Stylish Guard > GHA > HHA > Special > Throw > Command Normal > Flash Cancel > Style > Heavy > Medium > Light > Dodge > Jump
In Special Move
When performing a Special Move you have a window of X frames after your first movement input was made for your attack button input to successfully perform the special move. For instance, inputting 2-3-6 sequentially one frame after another gives you X frames to input your attack button.
If two separate Special Move movements are both valid in the same input frame, the game will prioritize the first. For instance, if you input 2-3-6, then immediately after 2-1-4 and an attack button, then game will output a 2-3-6 Special Move instead. You'll have to wait for the input window of the first Special Move movement input to time out before a different one can appear.
Also, the input priority when performing a special move is as follows: Heavy > Medium > Light > Style
Command Normal
Light > Medium > Heavy